Пример #1
0
        // Add a toggle check to the WorkGivers
        public static bool Patch_Prefix_WorkGivers_ShouldSkip(WorkGiver_ConstructDeliverResources __instance, ref bool __result)
        {
            if (__instance.def.workType == WorkTypeDefOf.Hauling && !Settings.HaulToConstruction)
            {
                __result = true;

                return(false);
            }

            return(true);
        }
Пример #2
0
        // Fix haulers "delivering" to 0-material buildings such as graves
        public static void Patch_Postfix_WorkGivers_Job(WorkGiver_ConstructDeliverResources __instance, Thing t, ref Job __result)
        {
            if (__instance.def.workType == WorkTypeDefOf.Hauling && __result != null)
            {
                if (t is Frame frame && frame.MaterialsNeeded().NullOrEmpty())
                {
                    __result = null;
                }

                else if (t is Blueprint blueprint && blueprint.MaterialsNeeded().NullOrEmpty())
                {
                    __result = null;
                }
            }
Пример #3
0
 private static void DoPlayLoad()
 {
     GraphicDatabase.Clear();
     DeepProfiler.Start("Load all active mods.");
     try
     {
         LoadedModManager.LoadAllActiveMods();
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Load language metadata.");
     try
     {
         LanguageDatabase.LoadAllMetadata();
     }
     finally
     {
         DeepProfiler.End();
     }
     LongEventHandler.SetCurrentEventText("LoadingDefs".Translate());
     DeepProfiler.Start("Copy all Defs from mods to global databases.");
     try
     {
         foreach (Type item in typeof(Def).AllSubclasses())
         {
             GenGeneric.InvokeStaticMethodOnGenericType(typeof(DefDatabase <>), item, "AddAllInMods");
         }
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Resolve cross-references between non-implied Defs.");
     try
     {
         DirectXmlCrossRefLoader.ResolveAllWantedCrossReferences(FailMode.Silent);
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Rebind defs (early).");
     try
     {
         DefOfHelper.RebindAllDefOfs(earlyTryMode: true);
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Inject selected language data into game data (early pass).");
     try
     {
         LanguageDatabase.activeLanguage.InjectIntoData_BeforeImpliedDefs();
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Generate implied Defs (pre-resolve).");
     try
     {
         DefGenerator.GenerateImpliedDefs_PreResolve();
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Resolve cross-references between Defs made by the implied defs.");
     try
     {
         DirectXmlCrossRefLoader.ResolveAllWantedCrossReferences(FailMode.LogErrors);
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Rebind DefOfs (final).");
     try
     {
         DefOfHelper.RebindAllDefOfs(earlyTryMode: false);
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Other def binding, resetting and global operations (pre-resolve).");
     try
     {
         PlayerKnowledgeDatabase.ReloadAndRebind();
         LessonAutoActivator.Reset();
         CostListCalculator.Reset();
         Pawn.ResetStaticData();
         PawnApparelGenerator.Reset();
         RestUtility.Reset();
         ThoughtUtility.Reset();
         PawnWeaponGenerator.Reset();
         ThinkTreeKeyAssigner.Reset();
         ThingCategoryNodeDatabase.FinalizeInit();
         TrainableUtility.Reset();
         HaulAIUtility.Reset();
         GenConstruct.Reset();
         MedicalCareUtility.Reset();
         InspectPaneUtility.Reset();
         GraphicDatabaseHeadRecords.Reset();
         DateReadout.Reset();
         ResearchProjectDef.GenerateNonOverlappingCoordinates();
         BaseGen.Reset();
         ResourceCounter.ResetDefs();
         ApparelProperties.ResetStaticData();
         WildPlantSpawner.ResetStaticData();
         PawnGenerator.Reset();
         TunnelHiveSpawner.ResetStaticData();
         Hive.ResetStaticData();
         ExpectationsUtility.Reset();
         WealthWatcher.ResetStaticData();
         SkillUI.Reset();
         WorkGiver_FillFermentingBarrel.ResetStaticData();
         WorkGiver_DoBill.ResetStaticData();
         WorkGiver_InteractAnimal.ResetStaticData();
         WorkGiver_Warden_DoExecution.ResetStaticData();
         WorkGiver_GrowerSow.ResetStaticData();
         WorkGiver_Miner.ResetStaticData();
         WorkGiver_FixBrokenDownBuilding.ResetStaticData();
         WorkGiver_ConstructDeliverResources.ResetStaticData();
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Resolve references.");
     try
     {
         foreach (Type item2 in typeof(Def).AllSubclasses())
         {
             if (item2 != typeof(ThingDef))
             {
                 GenGeneric.InvokeStaticMethodOnGenericType(typeof(DefDatabase <>), item2, "ResolveAllReferences", true);
             }
         }
         DefDatabase <ThingDef> .ResolveAllReferences();
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Generate implied Defs (post-resolve).");
     try
     {
         DefGenerator.GenerateImpliedDefs_PostResolve();
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Other def binding, resetting and global operations (post-resolve).");
     try
     {
         BuildingProperties.FinalizeInit();
         ThingSetMakerUtility.Reset();
     }
     finally
     {
         DeepProfiler.End();
     }
     if (Prefs.DevMode)
     {
         DeepProfiler.Start("Error check all defs.");
         try
         {
             foreach (Type item3 in typeof(Def).AllSubclasses())
             {
                 GenGeneric.InvokeStaticMethodOnGenericType(typeof(DefDatabase <>), item3, "ErrorCheckAllDefs");
             }
         }
         finally
         {
             DeepProfiler.End();
         }
     }
     LongEventHandler.SetCurrentEventText("Initializing".Translate());
     DeepProfiler.Start("Load keyboard preferences.");
     try
     {
         KeyPrefs.Init();
     }
     finally
     {
         DeepProfiler.End();
     }
     DeepProfiler.Start("Short hash giving.");
     try
     {
         ShortHashGiver.GiveAllShortHashes();
     }
     finally
     {
         DeepProfiler.End();
     }
     LongEventHandler.ExecuteWhenFinished(delegate
     {
         DeepProfiler.Start("Load backstories.");
         try
         {
             BackstoryDatabase.ReloadAllBackstories();
         }
         finally
         {
             DeepProfiler.End();
         }
     });
     LongEventHandler.ExecuteWhenFinished(delegate
     {
         DeepProfiler.Start("Inject selected language data into game data.");
         try
         {
             LanguageDatabase.activeLanguage.InjectIntoData_AfterImpliedDefs();
             GenLabel.ClearCache();
         }
         finally
         {
             DeepProfiler.End();
         }
     });
     LongEventHandler.ExecuteWhenFinished(delegate
     {
         StaticConstructorOnStartupUtility.CallAll();
         if (Prefs.DevMode)
         {
             StaticConstructorOnStartupUtility.ReportProbablyMissingAttributes();
         }
     });
 }
        public static bool ResourceDeliverJobFor(WorkGiver_ConstructDeliverResources __instance, ref Job __result, Pawn pawn, IConstructible c, bool canRemoveExistingFloorUnderNearbyNeeders = true)
        {
            Blueprint_Install blueprint_Install = c as Blueprint_Install;

            if (blueprint_Install != null)
            {
                __result = InstallJob(pawn, blueprint_Install);
                return(false);
            }
            List <Thing> resourcesAvailable = new List <Thing>();

            bool flag = false;
            ThingDefCountClass        thingDefCountClass = null;
            List <ThingDefCountClass> list = c.MaterialsNeeded();
            int count = list.Count;

            for (int i = 0; i < count; i++)
            {
                ThingDefCountClass need = list[i];
                if (!pawn.Map.itemAvailability.ThingsAvailableAnywhere(need, pawn))
                {
                    flag = true;
                    thingDefCountClass = need;
                    break;
                }

                Thing foundRes = GenClosest.ClosestThingReachable(pawn.Position, pawn.Map, ThingRequest.ForDef(need.thingDef), PathEndMode.ClosestTouch, TraverseParms.For(pawn), 9999f, (Thing r) => ResourceValidator(pawn, need, r));
                if (foundRes != null)
                {
                    resourcesAvailable.Clear();
                    //FindAvailableNearbyResources2(foundRes, pawn, out int resTotalAvailable, resourcesAvailable);
                    int resTotalAvailable;
                    int num0 = Mathf.Min(foundRes.def.stackLimit, pawn.carryTracker.MaxStackSpaceEver(foundRes.def));
                    resTotalAvailable = 0;
                    resourcesAvailable.Add(foundRes);
                    resTotalAvailable += foundRes.stackCount;
                    if (resTotalAvailable < num0)
                    {
                        foreach (Thing item in GenRadial.RadialDistinctThingsAround(foundRes.Position, foundRes.Map, 5f, useCenter: false))
                        {
                            if (resTotalAvailable >= num0)
                            {
                                break;
                            }
                            if (item.def == foundRes.def && GenAI.CanUseItemForWork(pawn, item))
                            {
                                resourcesAvailable.Add(item);
                                resTotalAvailable += item.stackCount;
                            }
                        }
                    }
                    int             neededTotal;
                    Job             jobToMakeNeederAvailable;
                    HashSet <Thing> hashSet = FindNearbyNeeders(pawn, need, c, resTotalAvailable, canRemoveExistingFloorUnderNearbyNeeders, out neededTotal, out jobToMakeNeederAvailable);
                    if (jobToMakeNeederAvailable != null)
                    {
                        __result = jobToMakeNeederAvailable;
                        return(false);
                    }

                    hashSet.Add((Thing)c);
                    Thing thing = hashSet.MinBy((Thing nee) => IntVec3Utility.ManhattanDistanceFlat(foundRes.Position, nee.Position));
                    hashSet.Remove(thing);
                    int num  = 0;
                    int num2 = 0;
                    do
                    {
                        num += resourcesAvailable[num2].stackCount;
                        num2++;
                    }while (num < neededTotal && num2 < resourcesAvailable.Count);
                    resourcesAvailable.RemoveRange(num2, resourcesAvailable.Count - num2);
                    resourcesAvailable.Remove(foundRes);
                    Job job = JobMaker.MakeJob(JobDefOf.HaulToContainer);
                    job.targetA      = foundRes;
                    job.targetQueueA = new List <LocalTargetInfo>();
                    for (num2 = 0; num2 < resourcesAvailable.Count; num2++)
                    {
                        job.targetQueueA.Add(resourcesAvailable[num2]);
                    }

                    job.targetB = thing;
                    if (hashSet.Count > 0)
                    {
                        job.targetQueueB = new List <LocalTargetInfo>();
                        foreach (Thing item in hashSet)
                        {
                            job.targetQueueB.Add(item);
                        }
                    }

                    job.targetC  = (Thing)c;
                    job.count    = neededTotal;
                    job.haulMode = HaulMode.ToContainer;
                    __result     = job;
                    return(false);
                }

                flag = true;
                thingDefCountClass = need;
            }

            if (flag)
            {
                JobFailReason.Is($"{MissingMaterialsTranslated}: {thingDefCountClass.thingDef.label}");
            }

            __result = null;
            return(false);
        }